﻿using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
namespace MYSTARFORCE
{
    [Serializable]
    public class AccessoryObjectData : EntityData
    {
        /// <summary>
        /// 该组件的拥有者
        /// </summary>
        [SerializeField]
        private int m_Owner = 0;

        /// <summary>
        /// 该组件的拥有者
        /// </summary>
        public int Owner
        {
            get
            {
                return m_Owner;
            }
        }

        /// <summary>
        /// 拥有者的阵营
        /// </summary>
        private CampType m_OwnerCamp = CampType.Unknow;

        /// <summary>
        /// 拥有者的阵营
        /// </summary>
        public CampType OwnerCamp
        {
            get
            {
                return m_OwnerCamp;
            }
        }

        /// <summary>
        /// 附属品Data
        /// </summary>
        /// <param name="entityId"></param>
        /// <param name="typeId"></param>
        /// <param name="ownerId">拥有者的ID</param>
        /// <param name="ownerCamp">拥有者的阵营</param>
        public AccessoryObjectData(int entityId, int typeId, int ownerId, CampType ownerCamp) : base(entityId, typeId)
        {
            m_Owner = ownerId;
            m_OwnerCamp = ownerCamp;
        }
    }
}